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Each category should contain a large pool of options (print statements) that the game will pick from at random
It's okay if we only have a few options for now (~10 each) to just get started, but ideally, the same player should never encounter the same result more than once
That means this method should track what the player rolled so that it does not roll the same option more than once, and, if possible, it should assign a unique identifier for each player. Is it possible to recognize the same player/PC throughout different sessions?
40-50 statements in each category should be enough for the long-term
This method should also pass parameters for important things, like:
The number of days to the object
Size of food source
Risk percentage
Rival colony size
There are a couple ways we can create these large pools of unique options (print statements)
They can be statically typed print statements. We can rely on the community to write the many unique statements
We can use some sort of script that automatically creates them via a phrasal template, à la Mad Libs style
There may already be some sort of open-source project that does this, or we may have to develop it ourselves. Further research is needed
We should use something that will be compatible with a large list of items, and that is expandable as the list/pool grows
ArrayList
Database
?
Food sources
“Within one day, there is a beehive that could provide some easy honey. There are also beekeepers present that will try to prevent us from stealing food. The more they see us, the more likely they will set up traps or obstacles.”
“Within two days, there is a public park with plenty of overflowing garbage cans. The trash cans are emptied every night, and there is a high chance to lose a large percentage of the foraging team inside the trash bag.
“Within three days, there is an unlimited supply of berries at an abandoned farm. There were also countless predators, such as spiders, snakes, birds, and other ants, all eating off the same supply. This is a long journey, and the risks are high, but so are the rewards.
“Within one day, there are ... ”
Rival colonies
Only medium and large-sized colonies can be raided, small must be invaded, or player can invade with raid squad
Game should list a % of probability for an invasion attempt by a rival colony
This number should be close to 0 if the player’s colony population is higher than all surrounding rival colonies
This number should be close to 100% if the player’s colony population is lower than surrounding colonies
When the player sends a large forage squad, for example, the colony population should drop, and the % for invasion chance should raise accordingly
“Within two days, there is a medium-sized colony of desert ants. Desert ants will put up a good fight, and the only way we can win is if our numbers are far greater.”
“Within three days, there is a small-sized colony of square head ants. Workers will plug up all entrances to the colony with their big, square heads as soon as we attack, preventing a total takeover. This may require several attempts to fully eradicate.”
“Within one day, there is a large-sized colony of leaf cutter ants. This will prove to be the most difficult invasion. We must be at our strongest and have a far greater population than the leaf cutters in order to have a successful invasion.”
“Within two days, there is a ... ”
Random events
Player's colony should encounter random events/disasters that will reduce population
Losses can be minimized if certain preparations are made.
For example, if scouts spot an anteater, player will be notified when anteater will arrive and player can fall back into the colony (lower level structures) to avoid heavy losses
“Within one day, there is a lawn mower headed towards the colony!”
“Within two days, there is an anteater in the vicinity!”
Scout results
Food sources
Rival colonies
Random events
Snapshot of current flow